TW201326894A - Methods and systems for creating free space reflective optical surfaces - Google Patents
Methods and systems for creating free space reflective optical surfaces Download PDFInfo
- Publication number
- TW201326894A TW201326894A TW100148681A TW100148681A TW201326894A TW 201326894 A TW201326894 A TW 201326894A TW 100148681 A TW100148681 A TW 100148681A TW 100148681 A TW100148681 A TW 100148681A TW 201326894 A TW201326894 A TW 201326894A
- Authority
- TW
- Taiwan
- Prior art keywords
- display
- eye
- elements
- radius
- surface elements
- Prior art date
Links
- 230000003287 optical effect Effects 0.000 title claims abstract description 78
- 238000000034 method Methods 0.000 title claims abstract description 62
- 238000004364 calculation method Methods 0.000 claims description 12
- 230000006870 function Effects 0.000 claims description 12
- 238000009499 grossing Methods 0.000 claims description 2
- 238000004590 computer program Methods 0.000 claims 2
- 208000013057 hereditary mucoepithelial dysplasia Diseases 0.000 description 16
- 230000003068 static effect Effects 0.000 description 13
- 210000001747 pupil Anatomy 0.000 description 10
- 230000000007 visual effect Effects 0.000 description 9
- 238000010586 diagram Methods 0.000 description 7
- 238000012937 correction Methods 0.000 description 6
- 239000000463 material Substances 0.000 description 6
- 230000002093 peripheral effect Effects 0.000 description 6
- 230000008569 process Effects 0.000 description 6
- 230000033001 locomotion Effects 0.000 description 4
- 230000005043 peripheral vision Effects 0.000 description 4
- 238000002310 reflectometry Methods 0.000 description 4
- 238000004458 analytical method Methods 0.000 description 3
- 230000008901 benefit Effects 0.000 description 3
- 238000013461 design Methods 0.000 description 3
- 230000000694 effects Effects 0.000 description 3
- 230000007704 transition Effects 0.000 description 3
- 241000282412 Homo Species 0.000 description 2
- 230000006978 adaptation Effects 0.000 description 2
- 230000015572 biosynthetic process Effects 0.000 description 2
- 230000004438 eyesight Effects 0.000 description 2
- 239000011521 glass Substances 0.000 description 2
- 210000003128 head Anatomy 0.000 description 2
- 238000005286 illumination Methods 0.000 description 2
- 238000007689 inspection Methods 0.000 description 2
- 238000012986 modification Methods 0.000 description 2
- 230000004048 modification Effects 0.000 description 2
- 238000005457 optimization Methods 0.000 description 2
- 239000004033 plastic Substances 0.000 description 2
- 238000002834 transmittance Methods 0.000 description 2
- 238000010146 3D printing Methods 0.000 description 1
- 229920002972 Acrylic fiber Polymers 0.000 description 1
- NIXOWILDQLNWCW-UHFFFAOYSA-N acrylic acid group Chemical group C(C=C)(=O)O NIXOWILDQLNWCW-UHFFFAOYSA-N 0.000 description 1
- 230000003044 adaptive effect Effects 0.000 description 1
- 238000003556 assay Methods 0.000 description 1
- 230000003190 augmentative effect Effects 0.000 description 1
- 230000005540 biological transmission Effects 0.000 description 1
- 210000004556 brain Anatomy 0.000 description 1
- 230000008859 change Effects 0.000 description 1
- 239000003795 chemical substances by application Substances 0.000 description 1
- 239000002242 colloidal glass Substances 0.000 description 1
- 238000007516 diamond turning Methods 0.000 description 1
- 238000007654 immersion Methods 0.000 description 1
- 230000006872 improvement Effects 0.000 description 1
- 238000001746 injection moulding Methods 0.000 description 1
- 238000012804 iterative process Methods 0.000 description 1
- 238000003754 machining Methods 0.000 description 1
- 239000004417 polycarbonate Substances 0.000 description 1
- 229920000515 polycarbonate Polymers 0.000 description 1
- 239000000758 substrate Substances 0.000 description 1
- 238000012546 transfer Methods 0.000 description 1
Abstract
Description
本發明係關於用於創造(亦即,設計或設計且生產)用於在頭戴式顯示器中使用之自由空間反射光學表面的方法及系統。更一般而言,本發明係關於用於創造用於顯示來自固持成緊密接近使用者之眼睛之發光顯示器件的影像之自由空間光學表面的方法及系統。The present invention is directed to methods and systems for creating (i.e., designing or designing and producing) free-space reflective optical surfaces for use in head mounted displays. More generally, the present invention relates to methods and systems for creating a free-space optical surface for displaying images from a light-emitting display device that is held in close proximity to the user's eye.
反射光學表面在本文中被稱作「自由空間」表面,此係因為表面之局部空間位置、局部表面曲率及局部表面定向不與特定基板(諸如,x-y平面)有關,而是在表面之設計期間使用在三維空間中適用之基本光學原理(例如,Fermat及Hero最小時間原理)來判定。A reflective optical surface is referred to herein as a "free space" surface because the local spatial position of the surface, the local surface curvature, and the local surface orientation are not related to a particular substrate, such as the xy plane, but during the design of the surface. It is determined using the basic optical principles applicable in three-dimensional space (for example, Fermat and Hero minimum time principle).
諸如戴頭盔式顯示器或戴眼鏡式顯示器之頭戴式顯示器(本文中簡寫為「HMD」)為佩戴在個人之頭部上的顯示器件,其具有位於使用者之一個眼睛或(更通常地)兩個眼睛附近之一或多個小的顯示器件。圖1展示一種類型之HMD之基本元件,該HMD包括顯示器11、反射光學表面13及具有旋轉中心17之眼睛15。如在此圖中所展示,來自顯示器11之光19由表面13反射且進入使用者之眼睛15。A head mounted display such as a head mounted display or a glasses mounted display (herein abbreviated as "HMD") is a display device worn on the head of a person having one eye or (more generally) located at the user's head. One or more small display devices near the two eyes. 1 shows a basic element of a type of HMD that includes a display 11, a reflective optical surface 13, and an eye 15 having a center of rotation 17. As shown in this figure, light 19 from display 11 is reflected by surface 13 and enters the user's eye 15.
一些HMD僅顯示模擬(電腦產生之)影像(如與真實世界影像相反),且因此常被稱作「虛擬實境」或浸沒式HMD。其他HMD在非模擬之真實世界影像上疊置(組合)模擬影像。非模擬影像與模擬影像之組合允許HMD使用者經由(例如)護目鏡或接目鏡檢視世界,與待執行之任務相關的額外資料在護目鏡或接目鏡上疊置至使用者之前向視野(FOV)上。此疊置有時被稱作「擴增實境」或「混合實境」。Some HMDs only display analog (computer generated) images (as opposed to real world images) and are therefore often referred to as "virtual reality" or submerged HMDs. Other HMDs overlay (combine) analog images on non-simulated real world images. The combination of non-analog images and analog images allows the HMD user to view the world via, for example, goggles or eyepieces, and additional information related to the task to be performed is superimposed on the goggles or eyepieces to the user's front field of view (FOV) )on. This overlay is sometimes referred to as "Augmented Reality" or "Mixed Reality."
可使用部分反射/部分透射光學表面(「光束分光器」)來達成將非模擬之真實世界視圖與模擬之影像組合,在該情況下,表面之反射率用以將模擬影像作為虛擬影像(在光學意義上)顯示,且表面之透射率用以允許使用者直接檢視真實世界(被稱作「光學透視(see-through)系統」)。亦可藉由接受來自攝影機之真實世界視圖之視訊且使用組合器將其與模擬影像以電子方式混合來以電子方式進行將真實世界視圖與模擬影像組合(被稱作「視訊透視系統」)。接著可借助於反射光學表面(在此情況下,其不需要具有透射屬性)將組合影像作為虛擬影像(在光學意義上)呈現給使用者。A partially reflective/partially transmissive optical surface ("beam splitter") can be used to combine a non-simulated real-world view with a simulated image, in which case the reflectivity of the surface is used to simulate the image as a virtual image (in In optical terms, the transmittance of the surface is used to allow the user to directly view the real world (referred to as the "see-through system"). The real world view and the analog image can also be electronically combined (referred to as a "video see-through system") by accepting video from the real world view of the camera and electronically mixing it with the analog image using a combiner. The combined image can then be presented to the user as a virtual image (in an optical sense) by means of a reflective optical surface (in this case it does not need to have a transmission property).
自前述內容可看出,反射光學表面可用於HMD中,HMD向使用者提供:(i)模擬影像與非模擬真實世界影像之組合、(ii)模擬影像與真實世界視訊影像之組合,或(iii)純模擬影像。(最後情況常被稱作「浸沒式」系統。)在此等情況中之每一者下,反射光學表面產生由使用者檢視之虛擬影像(在光學意義上)。歷史上,此等反射光學表面已為出射光瞳已實質上不僅限制使用者可得之動態視野而且限制靜態視野之光學系統的部分。具體言之,為了看到由光學系統產生之影像,使用者需要將其眼睛與光學系統之出射光瞳對準且將其保持為如此對準,且甚至接著,使用者可見之影像將不覆蓋使用者的整個完全靜態之視野,亦即,在已使用反射光學表面之HMD中使用的先前光學系統已為光瞳形成系統之部分,且因此已受到出射光瞳限制。As can be seen from the foregoing, reflective optical surfaces can be used in HMDs, which provide the user with: (i) a combination of analog and non-analog real-world images, (ii) a combination of analog and real-world video images, or Iii) Pure analog imagery. (The last case is often referred to as the "immersion" system.) In each of these cases, the reflective optical surface produces a virtual image (in an optical sense) that is viewed by the user. Historically, such reflective optical surfaces have been part of an optical system that has an exit pupil that substantially limits not only the dynamic field of view available to the user but also the static field of view. In particular, in order to see the image produced by the optical system, the user needs to align his eye with the exit pupil of the optical system and keep it in such alignment, and even then, the image visible to the user will not be covered. The entire fully static field of view of the user, i.e., the prior optical system used in the HMD that has used the reflective optical surface, has been part of the pupil forming system and has therefore been limited by the exit pupil.
系統已受如此限制之原因為人類視野顯著大之基本事實。因此,人類眼睛之靜態視野(包括眼睛之視窩視覺及周邊視覺兩者)在水平方向上為大約~150°且在垂直方向上為大約~130°。(出於本發明之目的,150度將用作標稱人類眼睛之直前方靜態視野。)具有能夠容納此大的靜態視野之出射光瞳的良好校正之光學系統稀少,且當其存在時,其昂貴且體積大。The reason why the system has been so limited is the fact that the human vision is significantly larger. Thus, the static field of view of the human eye (including both the visual and peripheral vision of the eye) is approximately ~150° in the horizontal direction and approximately ~130° in the vertical direction. (For the purposes of the present invention, 150 degrees will be used as a straight forward static field of view of the nominal human eye.) A well-corrected optical system with an exit pupil capable of accommodating this large static field of view is sparse, and when present, It is expensive and bulky.
此外,由於眼睛可圍繞其旋轉中心旋轉,亦即,人類大腦可藉由改變眼睛之凝視方向在不同的方向上瞄準人類眼睛之視窩+周邊視野,因此人類眼睛之操作視野(動態視野)甚至更大。對於標稱眼睛,垂直運動範圍為大約向上~40°及向下~60°,且水平運動範圍為大約自直前方±~50°。對於由先前在HMD中使用的類型之光學系統產生的大小之出射光瞳,眼睛之甚至小的旋轉亦將實質上減少在眼睛之靜態視野與出射光瞳之間存在的重疊部分,且較大旋轉將使影像完全消失。雖然理論上有可能,但將與使用者之眼睛同步移動之出射光瞳不切實際且將極為昂貴。In addition, since the eye can rotate around its center of rotation, that is, the human brain can aim at the visual field of the human eye + peripheral vision in different directions by changing the gaze direction of the eye, so the operational field of view (dynamic field of view) of the human eye is even Bigger. For nominal eyes, the vertical range of motion is approximately ~40° up and down ~60°, and the horizontal range of motion is approximately ±~50° from straight front. For an exit pupil of the size produced by an optical system of the type previously used in HMD, even small rotations of the eye will substantially reduce the overlap between the static field of view of the eye and the exit pupil, and Rotating will cause the image to completely disappear. Although theoretically possible, the exit pupil that will move in sync with the user's eyes is impractical and extremely expensive.
鑒於人類眼睛之此等屬性,就提供允許使用者以與其將檢視自然世界之方式相同的方式檢視由影像顯示系統產生之影像的光學系統而言,存在相關的三個視野。三個視野中之最小者為由使用者旋轉其眼睛且因此使其視窩在外部世界上掃描之能力界定的視野。最大旋轉為自直前方大約±50°,因此此視野(視窩動態視野)為大約100°。三個視野中之中間者為直前方靜態視野,且包括使用者之視窩視覺及周邊視覺兩者。如上文所論述,此視野(視窩+周邊靜態視野)為大約150°。三個視野中之最大者為由使用者旋轉其眼睛且因此使其視窩加其周邊視覺在外部世界上掃描之能力界定的視野。基於大約±50°之最大旋轉及大約150°之視窩+周邊靜態視野,此最大視野(視窩+周邊動態視野)為大約200°。視野自至少100度至至少150度且接著至至少200度之此增加尺度為使用者提供益處(就其以直觀且自然方式檢視由影像顯示系統產生之影像之能力而言)。In view of these attributes of the human eye, there are three fields of view associated with an optical system that allows the user to view images produced by the image display system in the same manner as would be to view the natural world. The smallest of the three fields of view is the field of view defined by the user's ability to rotate their eyes and thus their ability to scan the field in the outside world. The maximum rotation is approximately ±50° from the straight front, so this field of view (visual field of view) is approximately 100°. The middle of the three fields of view is a straight front static view and includes both the user's visual and peripheral vision. As discussed above, this field of view (the visual field + peripheral static field of view) is approximately 150°. The largest of the three fields of view is the field of view defined by the user's ability to rotate their eyes and thus their ability to view their peripheral vision over the outside world. The maximum field of view (visual litter + peripheral dynamic field of view) is approximately 200° based on a maximum rotation of approximately ±50° and a visual field of about 150° + peripheral static field of view. The increased scale of the field of view from at least 100 degrees to at least 150 degrees and then to at least 200 degrees provides benefits to the user (in terms of their ability to visually and naturally view images produced by the image display system).
因此,存在對用於在具有與人類眼睛之視野(靜態及動態兩者)的改良之相容性的HMD中使用之反射光學表面之需求。亦存在對可用以在HMD中將虛擬影像(在光學意義上)提供至人類眼睛而無由外部出射光瞳強加之限制的反射光學表面之需求。本發明提供用於創造此等表面之方法及系統。Therefore, there is a need for a reflective optical surface for use in HMDs having improved compatibility with the human eye's field of view (both static and dynamic). There is also a need for a reflective optical surface that can be used to provide a virtual image (in an optical sense) in the HMD to the human eye without the limitations imposed by the external exit pupil. The present invention provides methods and systems for creating such surfaces.
在本發明之其餘部分中及在申請專利範圍中,片語「虛擬影像」以其光學意義使用,亦即,虛擬影像為經感知為來自特定處之影像,而事實上,正被感知之光並非源於彼處。In the rest of the invention and in the scope of the patent application, the phrase "virtual image" is used in its optical sense, that is, the virtual image is perceived as being from a particular image, and in fact, is being perceived. Not from one side.
貫穿本發明,以下片語/術語應具有以下意義/範圍:Throughout the present invention, the following phrase/term should have the following meaning/scope:
(1) 片語「反射光學表面」(本文中亦被稱作「反射表面」)應包括僅具反射性之表面以及具反射性及透射性兩者之表面。在任一情況下,反射率可為僅部分的,亦即,入射光之部分可透射穿過該表面。同樣,當表面具反射性及透射性兩者時,反射率及/或透射率可為部分的。(1) The phrase "reflective optical surface" (also referred to herein as "reflective surface") shall include only reflective surfaces and surfaces that are both reflective and transmissive. In either case, the reflectivity can be only partial, that is, a portion of the incident light can be transmitted through the surface. Likewise, when the surface is both reflective and transmissive, the reflectivity and/or transmittance can be partial.
(2) 片語「視野」及其縮寫FOV指代在影像(眼睛)空間中的「視在」視野,如與在物(亦即,顯示器)空間中的「真實」視野相反。(2) The phrase "field of view" and its abbreviation FOV refer to the "visual" field of view in the image (eye) space, as opposed to the "real" field of view in the object (ie, display) space.
根據一態樣,揭示用於設計用於在一頭戴式顯示器中使用之一自由空間反射光學表面(13)的基於電腦之方法及相關聯之電腦系統,該自由空間反射光學表面產生一顯示表面(11)之一虛擬影像以用於由一使用者之眼睛(15)在一預選定空間位置處檢視,該等方法包括使用一或多個電腦執行以下步驟:According to one aspect, a computer-based method and associated computer system for designing a free-space reflective optical surface (13) for use in a head mounted display is disclosed, the free-space reflective optical surface producing a display A virtual image of the surface (11) for viewing by a user's eye (15) at a pre-selected spatial location, the method comprising performing the following steps using one or more computers:
(a)藉由複數個顯示物件(25)表示該顯示表面(11);(a) the display surface (11) is represented by a plurality of display objects (25);
(b)藉由複數個表面元件(23)表示該自由空間反射光學表面(13),每一表面元件(23)之特徵在於:(i)相對於該顯示表面(11)、一標稱使用者之眼睛(15)及該虛擬影像之該預選定空間位置的一空間位置,(ii)一法線,及(iii)一曲率半徑;(b) the free-space reflective optical surface (13) is represented by a plurality of surface elements (23), each surface element (23) being characterized by: (i) a nominal use relative to the display surface (11) a person's eye (15) and a spatial position of the pre-selected spatial location of the virtual image, (ii) a normal, and (iii) a radius of curvature;
(c)在於該頭戴式顯示器之使用期間每一顯示物件(25)之在該預選定空間位置處之一虛擬影像將被顯示給一標稱使用者之眼睛(15)之方向上使該顯示物件(25)與至少一表面元件(23)相關聯,每一表面元件(23)與一個且僅一個顯示物件(25)相關聯;(c) during the use of the head mounted display, a virtual image of each of the display objects (25) at the preselected spatial location will be displayed in the direction of the eye (15) of a nominal user such that Display object (25) associated with at least one surface element (23), each surface element (23) being associated with one and only one display object (25);
(d)對於每一表面元件(23),進行以下步驟:(d) For each surface element (23), perform the following steps:
(i) 界定該元件之一初始空間位置;(i) defining an initial spatial position of the component;
(ii) 使用該元件之初始空間位置、與該元件相關聯之該顯示物件(25)之位置及一標稱使用者之眼睛(15)之一旋轉中心(17)的位置來計算該元件之法線之一初始方向,使得來自該顯示物件(25)之自該元件反射離開的光將穿過該旋轉中心;及(ii) calculating the initial spatial position of the component, the position of the display object (25) associated with the component, and the position of a center of rotation (17) of a nominal user's eye (15). An initial direction of one of the normals such that light from the display object (25) reflected from the element will pass through the center of rotation;
(iii) 計算該元件之一初始曲率半徑,使得該顯示物件(25)之該虛擬影像處於該預選定空間位置處;及(iii) calculating an initial radius of curvature of the component such that the virtual image of the display object (25) is at the pre-selected spatial location;
(e)對於每一表面元件(23),藉由以迭代方式調整該等元件之該等空間位置直至一誤差函數滿足一預定準則,計算該元件之一最終空間位置、該元件之法線之一最終方向及該元件及一組周圍元件之一最終曲率半徑。(e) for each surface element (23), by adjusting the spatial positions of the elements in an iterative manner until an error function satisfies a predetermined criterion, calculating a final spatial position of the element, the normal of the element A final direction and a final radius of curvature of one of the component and a set of surrounding components.
根據另一態樣,揭示用於設計用於在一頭戴式顯示器中使用之一自由空間反射光學表面(13)的基於電腦之方法及相關聯之電腦系統,該自由空間反射光學表面產生一顯示表面(11)之一虛擬影像以用於由一使用者之眼睛(15)檢視,該方法包括使用一或多個電腦執行以下步驟:According to another aspect, a computer-based method and associated computer system for designing a free-space reflective optical surface (13) for use in a head mounted display is disclosed, the free-space reflective optical surface producing a Displaying a virtual image of one of the surfaces (11) for viewing by a user's eye (15), the method comprising performing the following steps using one or more computers:
(a)藉由複數個顯示物件(25)表示該顯示表面(11);(a) the display surface (11) is represented by a plurality of display objects (25);
(b)藉由複數個表面元件(23)表示該自由空間反射光學表面(13);及(b) representing the free-space reflective optical surface (13) by a plurality of surface elements (23);
(c)針對該等表面元件(23)中之每一者以迭代方式計算至少一空間位置及至少一法線,該至少一空間位置及該至少一法線將使每一顯示物件(25)之一虛擬影像在針對彼顯示物件之一標稱使用者之眼睛(15)的一所要凝視方向上顯示給該眼睛(15)。(c) calculating, in an iterative manner, at least one spatial position and at least one normal for each of the surface elements (23), the at least one spatial position and the at least one normal to cause each display object (25) One of the virtual images is displayed to the eye (15) in a desired gaze direction for the eye (15) of one of the nominal user objects.
在各種實施例中,根據本文中揭示之基於電腦之方法設計的反射光學表面可向使用者提供全視窩動態視野、全視窩+周邊靜態視野或全視窩+周邊動態視野。In various embodiments, a reflective optical surface designed in accordance with the computer-based methods disclosed herein can provide a user with a full view fove dynamic field of view, a full view fossa + peripheral static field of view, or a full view fossa + peripheral dynamic field of view.
在本發明之態樣之以上概述中使用的參考數字(該等參考數字為代表性的且並非全包括性或詳盡的)僅為了讀者方便起見,且並不意欲且不應被解釋為限制本發明之範疇。更一般而言,應理解,前述一般描述及以下詳細描述皆僅例示性說明本發明,且並不意欲提供用於理解本發明之性質及特性的綜述或架構。The reference numerals used in the above summary of the present invention are to be considered as illustrative and not intended to be The scope of the invention. Rather, the foregoing general description and the following detailed description of the invention,
本發明之額外特徵及優勢在以下詳細描述中陳述,且自彼描述部分地對熟習此項技術者而言將為易於顯而易見的,或藉由實踐如由本文中之描述例示性說明之本發明來認識。包括隨附圖式以提供對本發明之進一步理解,且將隨附圖式併入且構成此說明書之一部分。應理解,在此說明書中及在圖式中揭示之本發明之各種特徵可以任何或所有組合使用。The additional features and advantages of the invention are set forth in the description which follows, and in which Come to know. The accompanying drawings are included to provide a further understanding of the invention It is to be understood that the various features of the invention disclosed in this specification and in the drawings may be used in any or all combinations.
為了使人類聚焦於近於大約25公分之物件,一般有必要調整正自該物件發射之光之光學屬性。調整光之光學屬性使得其可由人類眼睛聚焦之一種方式為使光準直,從而產生具有平行光束及平波前之光。離開點光源之光之波前具有球面形狀,且其曲率可由稱作聚散度(或V)之屬性定義。聚散度係以屈光度[D]來量測,其中聚散度之量由距光源之距離(以公尺為單位)判定。因此,若觀測者距點光源距離「s」[m],則聚散度為:In order to focus humans on objects that are approximately 25 centimeters away, it is generally necessary to adjust the optical properties of the light being emitted from the object. The way in which the optical properties of the light are adjusted such that it can be focused by the human eye is to collimate the light to produce a light having a parallel beam and a flat wave front. The wavefront of the light exiting the point source has a spherical shape, and its curvature can be defined by an attribute called vergence (or V). The vergence is measured by diopter [D], where the amount of vergence is determined by the distance from the source (in meters). Therefore, if the observer is away from the point source by "s" [m], the vergence is:
等式(1)Equation (1)
亦即,聚散度等於距點光源之距離「s」的倒數,且具有用於屈光度之單位[D]。將聚散度展示為負的,此係因為彼為指示光線正發散之標準表示。That is, the vergence is equal to the reciprocal of the distance "s" from the point source and has a unit [D] for diopter. The vergence is shown as negative because it is a standard representation indicating that the light is diverging.
一般而言,人類不能調適其眼睛以聚焦於近於25公分之物。此有時稱作「近點」。因此,在調適極限下之聚散度Va為:In general, humans cannot adapt their eyes to focus on something close to 25 cm. This is sometimes called "near point." Therefore, the vergence Va at the adaptation limit is:
等式(2)Equation (2)
因此,若聚散度發散大於-4 D,諸如,當非光學校正之物件近於25 cm時,則眼睛不能聚焦於該物件。Therefore, if the vergence divergence is greater than -4 D, such as when the non-optically corrected object is approximately 25 cm, the eye cannot focus on the object.
本文中揭示之自由空間反射光學表面之某些實施例的目標中之一者為在自表面反射之後進入眼睛之所有光的聚散度具有相比Va更接近零之負聚散度。因為眼睛亦不能聚焦於具有大於零之聚散度的光,所以彼等實施例之另一目標為至物件之虛擬影像的距離不能超出無限遠,因此聚散度必須大於零,或One of the objectives of certain embodiments of the free-space reflective optical surface disclosed herein is that the vergence of all of the light entering the eye after reflection from the surface has a negative vergence closer to zero than V a . Since the eye cannot focus on light having a vergence greater than zero, another object of the embodiments is that the distance to the virtual image of the object cannot exceed infinity, so the vergence must be greater than zero, or
此本質上意謂This essentially means
V 0[D]。 V 0[ D ].
為了使物件之虛擬影像出現在遠於25 cm之點處,需要將待達成之聚散度設定為所要距離之倒數。舉例而言,對於20[m]之距離,進入眼睛之光波之聚散度為:In order for the virtual image of the object to appear at a point farther than 25 cm, the degree of convergence to be achieved needs to be set to the reciprocal of the desired distance. For example, for a distance of 20 [m], the vergence of light waves entering the eye is:
V=-1/20=-0.05[D]。V = -1/20 = -0.05 [D].
且,對於50[m]之距離,聚散度為:And, for a distance of 50 [m], the vergence is:
V=-1/50=-0.02[D]。V = -1 / 50 = -0.02 [D].
若顯示器遠離眼睛25 cm,則顯示器之聚散度為:If the display is 25 cm away from the eyes, the spread of the display is:
且眼睛可聚焦於該顯示器。若在圖1中,顯示器在使用者之前額上且光線自反射表面(鏡)反射離開,則自顯示器上之像素至眼睛之總距離s為:And the eye can focus on the display. If in Figure 1, the display is on the front of the user and the light is reflected off the reflective surface (mirror), the total distance s from the pixel on the display to the eye is:
s=s P +s R ’ s = s P + s R '
其中sP及sR分別指示在圖1中之線段P及R之長度。將假定顯示器不執行其發射之照明之任何準直或其發射之照明之光學屬性的任何改變。如較早所論述,若不存在光學校正,則自眼睛至顯示器之距離必須大於或等於25 cm。Wherein s P and s R indicate the lengths of the line segments P and R in Fig. 1, respectively. It will be assumed that the display does not perform any collimation of the illumination of its emission or any change in the optical properties of the illumination it emits. As discussed earlier, if there is no optical correction, the distance from the eye to the display must be greater than or equal to 25 cm.
假定,需要具有看似遠離眼睛之中心50[m]之虛擬影像,則進入眼睛之光之聚散度必須為:Assuming that a virtual image with a seemingly 50 [m] away from the center of the eye is required, the spread of light entering the eye must be:
等式(3)Equation (3)
為了實現此聚散度,反射表面必須在其將光引導至眼睛內時會聚發出至其上之光。反射表面必須提供之會聚焦度P之量將取決於自顯示器至表面之距離且在較少程度上取決於自眼睛至表面之距離而變化。圖2展示相關參數,其中:In order to achieve this vergence, the reflective surface must condense the light emitted thereto as it directs light into the eye. The amount of focus P that the reflective surface must provide will depend on the distance from the display to the surface and to a lesser extent depending on the distance from the eye to the surface. Figure 2 shows the relevant parameters, where:
P=凹面反射器之焦度[D]P = the power of the concave reflector [D]
W=至虛擬影像之所要距離[m]W = the distance to the virtual image [m]
l=至物件之距離[m],在此情況下,物件為顯示物件 l = the distance to the object [m], in this case, the object is the display object
sP=l=如由圖1中之線段P展示的距顯示器之距離[m]s P = l = distance from the display as shown by line P in Figure 1 [m]
(注意,歸因於光學慣例及由鏡進行之光徑之反射,sp為負的)(Note that sp is negative due to optical conventions and reflection of the light path by the mirror)
sR=如由圖1中之線段R展示的自反射器至眼睛之距離[m]s R = distance from the reflector to the eye as shown by the line R in Figure 1 [m]
l'=自反射器之表面至影像21(在此情況下,虛擬影像)之距離[m] l' = distance from the surface of the reflector to the image 21 (in this case, the virtual image) [m]
自圖2可看出:As can be seen from Figure 2:
l'=W-s R l' = W - s R
等式(4)Equation (4)
與距離l'相關聯之聚散度為:The vergence associated with distance l' is:
等式(5)Equation (5)
自高斯鏡等式,From the Gaussian mirror equation,
L=L'-P L = L' - P
等式(6)Equation (6)
其中L為與自顯示器至反射器之距離l相關聯之聚散度,該距離l為:Where L is the vergence associated with the distance l from the display to the reflector, the distance l being:
等式(7)Equation (7)
為了完整性,影像之橫向放大率為For completeness, the horizontal magnification of the image
等式(8)Equation (8)
=1+P(W-s R)=1+ P ( W - s R )
計算之實例如下,其中假定距眼睛30 mm而置放焦距為35 mm之凹面鏡,且計算出34.976 mm之顯示距離作為將產生將顯得距使用者之眼睛50公尺之虛擬影像的距離l。該實例使用Mathcad命名法。An example of calculation is as follows, assuming a concave mirror with a focal length of 35 mm from the eye 30 mm, and a display distance of 34.976 mm is calculated as the distance l that will produce a virtual image that will appear 50 meters from the user's eye. This example uses the Mathcad nomenclature.
fl:=35 mmFl:=35 mm
fl=0.035 mFl=0.035 m
半徑:=2fl=0.07 mRadius: =2fl=0.07 m
P:=1/fl=28.571 m-1 P:=1/fl=28.571 m -1
W:=50 m至虛擬影像之所要距離W:=50 m to the desired distance of the virtual image
sr:=30 mm自眼睛至反射器之距離Sr:=30 mm distance from the eye to the reflector
elp:=W-sr=49.97m Elp:=W-sr=49.97m
Lp=-1/elp=-0.0200120072 m-1 Lp=-1/elp=-0.0200120072 m -1
L:=Lp-P=-28.591 m-1 L:=Lp-P=-28.591 m -1
el:=1/L=-0.035m(注意,el=sp)El:=1/L=-0.035m (note, el=sp)
el:=-34.976 mmEl:=-34.976 mm
m:=L/Lp=1.42871429 x 103 m:=L/Lp=1.42871429 x 10 3
代替在給定反射器之焦度、眼睛之位置及虛擬影像之位置的情況下計算顯示器之位置,在給定至顯示器及眼睛之距離及至虛擬影像之所要距離的情況下,可使用以上分析計算反射器之焦度。自等式(6)可看出:Instead of calculating the position of the display given the power of the reflector, the position of the eye, and the position of the virtual image, the above analytical calculation can be used given the distance to the display and the eye and the desired distance to the virtual image. The power of the reflector. It can be seen from equation (6):
P=L'-L P = L' - L
等式(9)Equation (9)
用等式(5)及等式(7)代入L'及L給出:Substituting equations (5) and (7) into L' and L gives:
等式(10)Equation (10)
由於l=sP,因此等式(10)變為Since l = s P , equation (10) becomes
等式(11)Equation (11)
作為一實例,若所要影像距離W為50[m],反射器距眼睛40 mm,且顯示器距反射器40 mm,則反射器焦度需要為P=24.98[D],亦即,[0.04-(-0.04)-50]/[-0.04(50-0.04)]。注意,sp為負。As an example, if the desired image distance W is 50 [m], the reflector is 40 mm from the eye, and the display is 40 mm from the reflector, the reflector power needs to be P = 24.98 [D], that is, [0.04- (-0.04)-50]/[-0.04(50-0.04)]. Note that s p is negative.
因此,對於顯示器之給定定向、至反射器之表面的距離及自反射器至眼睛之距離,可判定正確的反射器焦度。在凹球面反射器中,焦度為Thus, for a given orientation of the display, the distance to the surface of the reflector, and the distance from the reflector to the eye, the correct reflector power can be determined. In a concave spherical reflector, the power is
等式(12)Equation (12)
其中f為以公尺[m]為單位之焦距。在球面鏡中,焦距與曲率半徑r有關,如Where f is the focal length in meters [m]. In a spherical mirror, the focal length is related to the radius of curvature r, such as
r=2f r = 2 f
等式(13)Equation (13)
且因此And therefore
等式(14)Equation (14)
因此,為了如自等式(11)所計算來獲得所要焦度,有必要確保表面具有由等式(14)之半徑計算指定之曲率。Therefore, in order to obtain the desired power as calculated from equation (11), it is necessary to ensure that the surface has a curvature specified by the radius calculation of equation (14).
若顯示器為簡單的點光源,則球形凹面反射器可滿足反射器要求,但顯示器一般為平面器件,其具有使幾何形狀偏離可藉由球體實現之幾何形狀之發光像元或像素的柵格。又,如上所論述,需要將光在較大區上散佈以獲得較寬視野,例如,能夠利用人類眼睛之寬視野(靜態及/或靜態+動態)的視野。If the display is a simple point source, the spherical concave reflector can meet the reflector requirements, but the display is typically a planar device having a grid of illuminating pixels or pixels that are geometrically offset from the geometry that can be achieved by the sphere. Again, as discussed above, it is desirable to spread light over a larger area to obtain a wider field of view, for example, to take advantage of the wide field of view (static and/or static + dynamic) of the human eye.
根據本發明,藉由將反射表面分成複數個(例如,數千個)表面元件23且調適(調整)其位置、定向及曲率以獲得所要反射器屬性來應付此等挑戰。已發現三角形之表面元件在最佳化中成功地起作用,但可視需要使用其他形狀。表面元件23之子集之實例展示於圖3中,其中核心表面元件具有八個周圍表面元件,且此等所有表面元件必須相互成一關係而存在,以便滿足對於總體反射表面之光學屬性要求。展示自核心表面元件發出至周圍表面元件之權重,且此等權重意欲允許在需要時多於其他者而使某一量之影響參與至某些表面元件,諸如,在邊緣或拐角處(參見下文),在其處需要較多影響來移動表面,此係因為存在較少的有貢獻之周圍表面區,因此在其處之表面區需要貢獻較多之調適運動影響。In accordance with the present invention, these challenges are met by dividing the reflective surface into a plurality (e.g., thousands) of surface elements 23 and adapting (adjusting) their position, orientation, and curvature to obtain desired reflector properties. The surface elements of the triangle have been found to work successfully in the optimization, but other shapes may be used as desired. An example of a subset of surface elements 23 is shown in Figure 3, wherein the core surface elements have eight surrounding surface elements, and all of the surface elements must exist in a relationship to one another in order to meet the optical property requirements for the overall reflective surface. Demonstrating the weight from the core surface element to the surrounding surface elements, and such weights are intended to allow more than the others to be involved in certain surface elements, such as at the edges or corners (see below) ), where more impact is required to move the surface, because there are fewer contributing peripheral surface areas, so the surface area at it needs to contribute more adaptive motion effects.
可為扁平或彎曲之顯示表面亦被分成本文中被稱作「顯示物件」或「虛擬像素」之複數個片段。可能存在僅少數顯示物件(甚至僅一個大的虛擬像素在理論上係可能的)或在顯示表面上以地理方式排列之數千個虛擬像素(典型情況)。A flat or curved display surface is also divided into a plurality of segments referred to herein as "display objects" or "virtual pixels." There may be only a few display objects (even if only one large virtual pixel is theoretically possible) or thousands of virtual pixels (typically) that are geographically arranged on the display surface.
在一電腦系統(參見下文)中,創造由顯示物件構成之顯示表面,創造眼睛中心,且創造反射表面元件之初始網格。接著,反射表面元件皆經指向(亦即,其法線經指向),以按Fermat Hero法則(稍後描述)允許至眼睛內之反射,使得在反射器表面上當使用者朝向反射器表面察看時希望看到顯示物件之方向上的點處,顯示物件與眼睛之旋轉中心之間的光徑長度之一階導數將具有零。In a computer system (see below), a display surface consisting of display objects is created, the center of the eye is created, and an initial grid of reflective surface elements is created. The reflective surface elements are then pointed (ie, their normals are pointed) to allow reflection into the eye according to the Fermat Hero rule (described later) so that when the user views the reflector surface on the reflector surface It is desirable to see that at the point in the direction of the display object, the derivative of the length of the path between the display object and the center of rotation of the eye will have zero.
接著如下計算表面元件之曲率半徑及空間位置。首先,對於對應於顯示器之特定顯示物件的每一核心表面元件,使用以上陳述之分析來計算將彼顯示物件之虛擬影像置放於距標稱使用者之眼睛前方所要距離處所需的表面元件之曲率半徑。接著,檢查周圍表面元件以判定其是否處於與疊置球體一致的合適處,該球體之中心位於核心表面元件之法線(參見下文)上。若否,則針對正考慮之顯示物件(虛擬像素)及核心表面元件,將周圍表面元件中之一些或全部朝向其正確位置移動。處理程序接著繼續進行至其他顯示物件/核心表面元件組合,直至已更新了所有組合。如下所論述,接著計算誤差函數,且進行是否需要進一步迭代之判定。The radius of curvature and spatial position of the surface element are then calculated as follows. First, for each core surface element corresponding to a particular display object of the display, the analysis stated above is used to calculate the surface elements required to place the virtual image of the displayed object at a desired distance from the front of the nominal user's eye. The radius of curvature. Next, the surrounding surface elements are inspected to determine if they are in a suitable position consistent with the stacked spheres, the center of which is located on the normal to the core surface elements (see below). If not, some or all of the surrounding surface elements are moved toward their correct positions for the display object (virtual pixels) and core surface elements being considered. The process then proceeds to other display object/core surface component combinations until all combinations have been updated. As discussed below, the error function is then calculated and a determination is made as to whether further iterations are needed.
圖4展示可藉以調整周圍表面元件之位置及評估誤差函數之處理程序的2維說明。在此圖中,最佳點(參考數字25)處於圓(參考數字27)之中心,根據以下等式16計算該圓之半徑Raxis。在3維情況下,圓27將為球體,且因此在以下論述中,圓27將被稱作球體27。又,如以下充分地論述,球體27將較佳使其中心沿著至核心表面元件之法線,而非使其中心在(例如)虛擬像素處。Figure 4 shows a two-dimensional illustration of the process by which the position of the surrounding surface elements can be adjusted and the error function evaluated. In this figure, the optimum point (reference numeral 25) is at the center of the circle (reference numeral 27), and the radius Raxis of the circle is calculated according to the following equation 16. In the case of 3 dimensions, the circle 27 will be a sphere, and thus in the following discussion, the circle 27 will be referred to as a sphere 27. Again, as fully discussed below, the sphere 27 will preferably have its center along the normal to the core surface element, rather than having its center at, for example, a virtual pixel.
如圖4中所展示,標記為u及d之上方及下方表面元件(如在圖3中)不與球體27對準。此為誤差。使用此等誤差,可藉由在整個反射表面上對誤差求和來判定誤差函數。As shown in Figure 4, the upper and lower surface elements (as in Figure 3) labeled u and d are not aligned with the sphere 27. This is an error. Using these errors, the error function can be determined by summing the errors across the reflective surface.
等式(15)Equation (15)
其中將個別誤差ε計算為以下兩者之間的差:考慮中之表面元件(諸如,圖4中之表面元件u)之中心;及球體27之表面在球體與在球體之中心與考慮中之表面元件之中心之間的線之間的相交點(例如,球體27與自參考數字25至在圖4中之表面元件u之中心的線的相交點)處的位置。Wherein the individual error ε is calculated as the difference between: the center of the surface element under consideration (such as the surface element u in Figure 4); and the surface of the sphere 27 at the center of the sphere and the sphere in consideration The point of intersection between the lines between the centers of the surface elements (e.g., the point at which the sphere 27 intersects the line from reference numeral 25 to the line at the center of the surface element u in Fig. 4).
注意,用以移動表面元件及計算誤差之球體之半徑的中心較佳應來自核心表面元件之曲率半徑將與提供Fermat/Hero反射所需之法線平行(或更特定言之,沿著該法線鋪置)之處。對於距眼睛之當前距離sr及距當前顯示物件(虛擬像素)之當前距離sp,稱作optPoint之此點具有半徑:Note that the center of the radius of the sphere used to move the surface element and calculate the error should preferably be from the core surface element where the radius of curvature will be parallel to the normal required to provide Fermat/Hero reflection (or more specifically, along the method) Where the line is laid. For the current from the eye and the distance s r from the current display object (virtual pixels) of the distance s p, referred to at this point having a radius of optPoint:
注意,按光學慣例,sp為負數,此係因為其為來自鏡之反射光。藉由首先定位等分自當前表面元件之形心至(a)虛擬像素之向量與自當前表面元件之形心至(b)眼睛之旋轉中心之向量的線來使用此半徑。接著在此線上橫越距離Raxis以便置放點(optPoint)以用作球體之中心,從而用於誤差檢查及用於在每一表面元件處之表面元件之迭代校正。判定及使用Raxis之方法說明於圖5中。Note that according to optical convention, s p is a negative number because it is reflected light from the mirror. This radius is used by first locating the line from the centroid of the current surface element to (a) the vector of virtual pixels and the line from the centroid of the current surface element to (b) the center of rotation of the eye. The distance Raxis is then traversed on this line to place the optPoint for use as the center of the sphere for error checking and iterative correction for surface elements at each surface element. The method for determining and using Raxis is illustrated in Figure 5.
藉由朝向最佳表面(在圖5之此情況下,其為球面)緩慢移動表面元件來獲得反射表面之所要最終組態。注意,圖5之球面僅對於虛擬像素、眼睛中心及遠距離虛擬影像(圖5中未展示)之指定組合為最佳的。當前表面元件為用以計算Raxis及optPoint之表面元件。對於每一核心表面元件,將存在不同Raxis及optPoint。調整周圍表面元件以開始得出針對彼顯示物件(虛擬像素)及彼核心表面元件定義之正確曲率半徑Raxis。接著,考慮下一顯示物件(虛擬像素)及核心表面元件。此下一核心表面元件可影響僅受到先前操作影響之表面元件,其為在每一迭代僅執行少量改變的原因。目標為使在整個顯示表面上之誤差最小化。或者,可使顯示表面之某些區段具有比其他區段少的誤差。The desired final configuration of the reflective surface is obtained by slowly moving the surface elements towards the optimal surface (in this case in Figure 5, which is a spherical surface). Note that the spherical surface of Figure 5 is only optimal for the specified combination of virtual pixels, eye center, and long-range virtual images (not shown in Figure 5). The current surface component is the surface component used to calculate Raxis and optPoint. For each core surface component, there will be different Raxis and optPoint. The surrounding surface elements are adjusted to begin to derive the correct radius of curvature Raxis defined for each of the displayed object (virtual pixels) and the core surface elements. Next, consider the next display object (virtual pixel) and core surface elements. This next core surface element can affect surface elements that are only affected by previous operations, which is why only a small number of changes are performed at each iteration. The goal is to minimize errors across the display surface. Alternatively, certain sections of the display surface may have less error than other sections.
若僅存在一個顯示物件(虛擬像素),則零誤差表面將為具有正確半徑之球體以提供足夠之屈光度校正,使得顯示物件之影像顯得在等式(4)之所要距離W處。視點sR可包括於該計算中,但當準直使得預期虛擬影像出現在觀測者前方50公尺處時,產生極少差異。視點sR包括於實際計算中,但當W=50[m]時,僅影響反射表面計算之第四有效數位。If there is only one display object (virtual pixel), the zero error surface will be a sphere with the correct radius to provide sufficient diopter correction so that the image of the displayed object appears at the desired distance W of equation (4). The viewpoint s R may be included in the calculation, but when collimation causes the expected virtual image to appear 50 meters in front of the observer, little difference is produced. The viewpoint s R is included in the actual calculation, but when W = 50 [m], only the fourth significant digit calculated by the reflective surface is affected.
又,若存在僅一個或少數虛擬像素,且存在待透過其察看之光瞳,且可合理地預期光之波形含於穿過光學器具之光軸附近或周圍的區中,則可藉由近軸技術(諸如,可供望遠鏡或攝影透鏡使用)分析此系統。但在此情況下,如上所論述,不存在真實的非生物光軸,且偵測到誤差,且藉由本文中揭示之技術來表徵系統。雖然用於量測效能之經典及其他技術(例如,系統之調變轉移函數(MTF))可包括於誤差函數中,但將使用包括在等式(15)中說明之類型之誤差的誤差函數來在整個視野上對效能之誤差求和且減少該誤差。當然,可容許之總誤差之量值將取決於HMD之特定應用,且可易於由熟習此項技術者基於本發明及HMD影像需要滿足之規範來設定。Moreover, if there is only one or a few dummy pixels, and there is a pupil to be viewed through it, and it is reasonable to expect that the waveform of the light is contained in a region near or around the optical axis of the optical device, Axis techniques such as those available for telescopes or photographic lenses analyze this system. In this case, however, as discussed above, there is no true abiotic optical axis, and errors are detected, and the system is characterized by the techniques disclosed herein. While classical and other techniques for measuring performance (eg, the system's modulation transfer function (MTF)) can be included in the error function, the error function including the error of the type described in equation (15) will be used. To sum the performance errors across the field of view and reduce the error. Of course, the magnitude of the total error that can be tolerated will depend on the particular application of the HMD and can be readily set by those skilled in the art based on the invention and the specifications that the HMD image needs to meet.
應注意,眼睛可處理約0.5D之散焦,且約0.5D之散焦亦可用作誤差計算之部分,例如,當在最佳化循環已發生之後判定在每一反射點處之反射表面之曲率半徑的平均估計值時。為了實現在整個視野上之檢視之平滑轉變,反射表面元件亦可相互間平滑地轉變。舉例而言,可藉由將非均勻有理B樣條(NURBS)技術用於樣條化表面來執行平滑,因此創造在整個反射光學表面上之平滑轉變。It should be noted that the eye can handle a defocus of about 0.5D, and a defocus of about 0.5D can also be used as part of the error calculation, for example, when the optimization cycle has occurred, the reflective surface at each reflection point is determined. The average estimate of the radius of curvature. In order to achieve a smooth transition of the view across the field of view, the reflective surface elements can also transition smoothly with each other. For example, smoothing can be performed by applying a non-uniform rational B-spline (NURBS) technique to the splined surface, thus creating a smooth transition across the reflective optical surface.
以上論述之誤差表面為判定表面品質之改良及表面品質之效能所基於的一量度。為了接著改良表面反射品質,關於個別表面元件促成之誤差來移動該個別表面元件。此在圖4中藉由用詞「校正」識別之雙向箭頭來說明。在該方向上移動個別表面元件以減小針對給定核心表面元件球體之誤差。在某些實施例中,使用判定在每一迭代進行之調整之量的速率變數β=[0..1],以便確保表面元件足夠緩慢地移動。調整在核心表面元件附近之所有周圍表面元件之空間位置,且接著在下一個核心表面元件處進行相同操作。如上所論述,可使用核心表面元件對附近表面元件之影響的各種權重,使得(例如)在拐角或邊緣附近之表面元件亦以與由可供應遞增改變之核心表面元件較充分地包圍之彼等表面元件類似的量得到調整。The error surface discussed above is a measure on which the improvement in surface quality and the efficacy of surface quality are determined. In order to subsequently improve the surface reflection quality, the individual surface elements are moved with respect to the errors contributed by the individual surface elements. This is illustrated in Figure 4 by the two-way arrow identified by the word "correction." Individual surface elements are moved in this direction to reduce errors for a given core surface element sphere. In some embodiments, a rate variable β = [0..1] is used to determine the amount of adjustment made at each iteration to ensure that the surface elements move slowly enough. The spatial position of all of the surrounding surface elements in the vicinity of the core surface element is adjusted and then the same operation is performed at the next core surface element. As discussed above, various weightings of the effects of the core surface elements on nearby surface elements can be used such that surface elements, for example, near corners or edges, are also more fully enclosed by core surface elements that are incrementally changeable by supply. Similar amounts of surface elements are adjusted.
存在表面元件之三種類型之型樣:(1)存在所有九個三角形之表面元件;(2)缺少一組三個三角形(諸如,在邊緣處)之表面元件;及(3)缺少五個三角形(如將在拐角處發生)之表面元件。在每一情況下,cs存在;差異為周圍表面元件之數目。在此等情況下,影響權重用以允許增加表面元件之調適量以與可在該表面元件由其他表面元件包圍之情形下發生的調適更相稱。There are three types of surface elements: (1) surface elements with all nine triangles; (2) surface elements lacking a set of three triangles (such as at the edges); and (3) missing five A surface element of a triangle (as would occur at a corner). In each case, cs is present; the difference is the number of surrounding surface elements. In such cases, the influence weights are used to allow for an increase in the amount of adjustment of the surface elements to be more commensurate with the adaptation that can occur if the surface elements are surrounded by other surface elements.
詳言之,在拐角處,一給定表面元件僅由三個表面元件包圍而非由八個表面元件包圍,如在圖6中展示。八個潛在影響者中僅三者可用以提供校正,且因此,8/3之影響權重用以調整在位置1、2或3處之每一核心表面元件可提供之校正量。此影響權重對於已按速率β減小之三維移動為倍增的。類似地,對於在邊緣處之表面元件的影響權重為8/5。In particular, at a corner, a given surface element is surrounded by only three surface elements rather than by eight surface elements, as shown in FIG. Only three of the eight potential influencers can be used to provide corrections, and therefore, the 8/3 impact weight is used to adjust the amount of correction that each of the core surface elements at position 1, 2, or 3 can provide. This influence weight is multiplied for the three-dimensional movement that has been reduced by the rate β. Similarly, the effect weight on the surface elements at the edges is 8/5.
當移動表面元件時,控制表面曲率以隨著表面元件、顯示物件與標稱使用者之眼睛之間的距離改變而在視野上獲得正確焦度。表面元件之法線亦經調適以確保顯示器(顯示物件)之區的指向角正確。When moving the surface element, the surface curvature is controlled to obtain the correct power in the field of view as the distance between the surface element, the display object, and the nominal user's eye changes. The normal to the surface elements is also adapted to ensure that the pointing angle of the area of the display (display object) is correct.
重要的是,能夠在寬角度上伸展視野以准許使用者以其周邊視覺看到更多資訊,及能夠按更自然方式掃描顯示器。It is important to be able to stretch the field of view over a wide angle to allow the user to see more information with their perimeter vision and to scan the display in a more natural manner.
自Fermat、Hero of Alexandria時代即已知鏡上將出現影像之點,且自額外後續工作,影像已展示為處於光徑之長度已達到穩定點(最大值或最小值)之點處。此穩定點可藉由找到光徑長度之一階導數之零來找到。為了易於呈現,假定整個光徑在空氣中,應理解,熟習此項技術者可易於使揭示之方法適應光徑之全部或部分由一或多種不同光學材料構成之情況。舉例而言,以[x,y]=[0,0]為中心之具有半徑r之圓具有以下等式Since the era of Fermat and Hero of Alexandria, it is known that the image will appear on the mirror, and since additional follow-up work, the image has been shown to be at the point where the length of the light path has reached a stable point (maximum or minimum). This stable point can be found by finding the zero of the first derivative of the length of the optical path. For ease of presentation, assuming that the entire path of light is in the air, it will be appreciated that those skilled in the art can readily adapt the disclosed method to situations where all or part of the optical path is comprised of one or more different optical materials. For example, a circle having a radius r centered on [x, y] = [0, 0] has the following equation
x 2+y 2=r 2 x 2 + y 2 = r 2
等式(17)Equation (17)
求解x,得出Solve x and get
等式(18)Equation (18)
假定具有座標[x S ,y S ]之點光源(S)及具有座標[x V ,y V ]之檢視點(V)在空氣中之球面反射器(例如,在此分析中表示為在圖7中之圓33)周圍之空間中,光徑L由自點光源至表面上之點Q(在此處看到影像)之路徑長度及自Q至檢視點之路徑長度組成,光徑L展示為Assumed a point light source (S) having coordinates [x S, y S] of and having coordinates [x V, y V] of the viewport (V) in the air of the spherical reflector (e.g., in this assay expressed as in FIG. In the space around the circle 33), the optical path L is composed of the path length from the point source to the point Q on the surface (the image is seen here) and the path length from the Q to the inspection point. for
等式(19)Equation (19)
關於y對等式(19)求一階偏微分(對於正根)給出For y to the equation (19), find the first-order partial differential (for the positive root) given
等式(20)Equation (20)
且使用負根項給出And given a negative root term
等式(21)Equation (21)
可用一些代表值來測試該概念。在圖7中選擇一對點,且該對點為The concept can be tested with some representative values. Select a pair of points in Figure 7, and the pair is
V=[20,-50]V=[20,-50]
S=[40,40]S=[40,40]
且半徑100之圓33以原點43為中心。And the circle 33 of the radius 100 is centered on the origin 43.
將正值用於與等式(20)之y值相關聯的x值及將負值用於與等式(21)之y值相關聯的x值,自針對y之等式(20)及(21)及針對x之等式(18)預測的兩個點為:A positive value is used for the x value associated with the y value of equation (20) and a negative value is used for the x value associated with the y value of equation (21), from equation (20) for y and (21) and the two points predicted for equation (18) of x are:
Q1=[-98.31,18.276]Q1=[-98.31,18.276]
Q2=[97.685,21.392]Q2=[97.685,21.392]
在圖7中用曲線表示此等點,其中在Q1處反射之來自光源S之光線由參考數字39展示,且自Q2反射之來自光源S之光線由參考數字41展示。可看出,自點V及S至Q1或Q2之線可由自原點分別至Q1或Q2點之線(亦即,線37及35)等分。此亦為本文中使用之核心表面元件之屬性,亦即,在檢視者之眼睛與正檢視之顯示物件之間的角度由核心表面元件之法線等分。在將表面元件自簡單的球面移出至藉由使表面法線成角度以使得其將等分在檢視者之眼睛與待檢視之顯示物件之間的向量來創造之規定自由空間位置時採用此屬性。可(例如)使用四元數方法執行表面元件之此定向以將表面元件旋轉至在界定至檢視者之向量的旋轉與界定至正檢視之顯示物件之向量的向量之間半程(halfway)之定向。These points are shown graphically in Figure 7, where the light from source S reflected at Q1 is shown by reference numeral 39, and the light from source S reflected from Q2 is shown by reference numeral 41. It can be seen that the line from point V and S to Q1 or Q2 can be equally divided by the line from the origin to the point Q1 or Q2 (i.e., lines 37 and 35). This is also the property of the core surface elements used herein, that is, the angle between the viewer's eye and the viewing object being viewed is halved by the normal to the core surface element. This property is used when the surface element is removed from a simple spherical surface to create a defined free space position by angling the surface normal such that it will bisect the vector between the viewer's eye and the display object to be inspected. . This orientation of the surface element can be performed, for example, using a quaternion method to rotate the surface element to a halfway between the rotation of the vector defining the viewer and the vector defining the vector of the display object being viewed. Orientation.
舉例而言,在圖7中,存在自圓33之中心43至圓之邊緣的額外線31。其指示反射表面上可能需要顯示來自點S之影像的另一點A2。若使在彼點處之表面具有等分至V之向量及至S之向量的表面法線,則當在V處之觀測者在表面上之新點之方向察看時,S之影像將出現在V處。For example, in Figure 7, there is an additional line 31 from the center 43 of the circle 33 to the edge of the circle. It indicates that another point A2 of the image from point S may need to be displayed on the reflective surface. If the surface at the point has a surface normal to the vector of V and the vector to S, then when the observer at V looks at the new point on the surface, the image of S will appear at V. At the office.
此情形進一步說明於圖8中。在此圖中,線45已繪製於點A2處。該點提供等分自A2至S之向量及自A2至V之向量的法線47。使另一點A1在線45上,且手動量測該點A1以允許得出線45之點斜式等式,自該點斜式等式,獲得依據y之x之等式。This situation is further illustrated in Figure 8. In this figure, line 45 has been drawn at point A2. This point provides a normal 47 that bisects the vector from A2 to S and the vector from A2 to V. Another point A1 is made on line 45, and the point A1 is manually measured to allow the point-angled equation of line 45 to be derived, from which the equation according to y is obtained.
A 1=[45,-100] A 1 =[45,-100]
A 2=[78,-62.85] A 2 =[78,-62.85]
y=mx+b y = mx + b
b=y-mx b = y - mx
=-100-m(45)=-150.6591=-100- m (45)=-150.6591
因此therefore
其中光徑長度=Where the optical path length =
或or
且And
在y=[-200..100]之範圍上,此偏導數僅具有一個零,該零在y=-63.4828(對應於x值77.49)處,其處於線與圓曲線相接之預期位置處。圖9為線45之光徑長度關於該線之y座標的偏導數之曲線圖。如可看出,該曲線圖僅具有一個零。On the range of y=[-200..100], this partial derivative has only one zero, which is at y=-63.4828 (corresponding to the value of x.77.49), which is at the expected position where the line meets the circular curve. . Figure 9 is a graph of the partial length of the optical path length of line 45 with respect to the y coordinate of the line. As can be seen, the graph has only one zero.
重要地是,注意,線45並非圓33之切線。其具有不同斜度,具有等分自A2至視點V之向量及自A2至S處之顯示物件之向量的法線。此為本發明能夠將個別虛擬像素之影像或顯示器之區域置放於檢視區域之不同區中的方式,及其用以藉由以迭代方式調整核心表面元件之斜度及檢查表面元件之誤差且調整其位置直至誤差在光學上可接受來擴大視野的方式。Importantly, note that line 45 is not a tangent to circle 33. It has a different slope with a normal dividing the vector from A2 to viewpoint V and the vector of the displayed object from A2 to S. This is a way for the invention to place an image of an individual virtual pixel or an area of the display in different regions of the view area, and to adjust the slope of the core surface element and to check for errors in the surface element by iteratively Adjust its position until the error is optically acceptable to expand the field of view.
返回圖7,在此圖中可看出,來自單一點之影像可出現在反射器上之多個點處,在此情況下,在圓形反射器之兩側上。因此,需要進行諸如在圖9中執行之分析的分析,以便偵測影像之偽(spurious)複製。亦可藉由射線追蹤來偵測偽影像。射線追蹤展示僅撞擊點Q1或點Q2之射線在離開S後將穿過V。更一般而言,若任何射線自諸如S之某一點穿過V,則使用者可查驗彼射線來自何處。舉例而言,自此查驗將顯而易見的又一射線為直接穿過自S至V之空間的射線。在HMD之設計中,此直接路徑可實體上受到阻擋以減少內部光雜訊。或者,可獲得的眼睛之視野可自然地阻擋偽影像。Returning to Figure 7, it can be seen in this figure that images from a single point can appear at multiple points on the reflector, in this case on both sides of the circular reflector. Therefore, an analysis such as the analysis performed in Figure 9 is required to detect spurious copying of the image. False images can also be detected by ray tracing. Ray tracing shows that only rays striking point Q1 or point Q2 will pass through V after leaving S. More generally, if any ray passes through V from a point such as S, the user can check where the ray is coming from. For example, another ray that will be apparent from this inspection is a ray that passes directly through the space from S to V. In the design of the HMD, this direct path can be physically blocked to reduce internal optical noise. Alternatively, the view of the available eye can naturally block the false image.
圖10及圖11為概述用於創造用於在HMD中使用之反射表面的以上程序之流程圖。詳言之,圖10展示在一或多個電腦中創造包括初始反射表面的總體系統且接著藉由以下步驟來以迭代方式調整初始反射表面之總體策略:調整表面元件之空間位置、調適彼等元件之曲率半徑,及使表面元件在所要方向上指向。接著計算誤差且將其用以判定是否需要其他迭代或是否可輸出最終表面組態。圖11描述使用以上論述之等式(15)及(16)之實施例。10 and 11 are flow diagrams outlining the above procedure for creating a reflective surface for use in an HMD. In particular, Figure 10 shows an overall strategy for creating an overall system including an initial reflective surface in one or more computers and then iteratively adjusting the initial reflective surface by adjusting the spatial position of the surface elements, adjusting them, etc. The radius of curvature of the component and the orientation of the surface component in the desired direction. The error is then calculated and used to determine if other iterations are needed or if the final surface configuration can be output. Figure 11 depicts an embodiment using equations (15) and (16) discussed above.
根據在此等圖中陳述之程序之特定實施例,迭代處理程序使用一系列「接通」表面元件。對於一給定「接通」元件,僅以一迭代調整周圍元件,其後,系統繼續進行至下一元件(下一「接通」元件)且調整其周圍元件,等等。系統「接通」之元件未改變,僅其相鄰者改變以較好地配合觸碰「接通」元件且針對「接通」元件以「optPoint」為中心之球體的表面。在一迭代僅對每一相鄰者進行一次調整,且接著該處理程序繼續進行至下一「接通」元件,且所有其相鄰者經調整一次,直至已使所有表面元件為「接通」元件。接著計算全局誤差,且若其不足夠低,則處理程序重複。該處理程序在繼續進行之前並不針對一個「接通」元件重複地調整相鄰元件。更確切而言,該處理程序在每一迭代按需要對每一相鄰者進行一小的調整,且接著繼續進行至下一「接通」元件及其相鄰者集合。表面元件之空間位置的此迭代調整之結果為每一表面元件之最終空間位置、每一元件之法線的最終方向及每一元件及一組周圍元件之最終曲率半徑。當誤差函數滿足一預定準則時,例如,當誤差函數小於一預定值時,輸出最終位置、法線及曲率半徑,例如,儲存於記憶體中。According to a particular embodiment of the procedure set forth in these figures, the iterative process uses a series of "on" surface elements. For a given "on" component, the surrounding components are only adjusted in one iteration, after which the system proceeds to the next component (the next "on" component) and adjusts its surrounding components, and so on. The components of the system "on" are unchanged, only the neighbors are changed to better match the surface of the sphere that is "on" the component and that is "on" to the "optPoint". Only one adjustment is made to each neighbor in one iteration, and then the process continues to the next "on" component, and all its neighbors are adjusted once until all surface elements have been "turned on" "element. The global error is then calculated, and if it is not low enough, the process repeats. The process does not repeatedly adjust adjacent components for an "on" component until proceeding. Rather, the process makes a small adjustment to each neighbor as needed at each iteration, and then proceeds to the next "on" component and its neighbor set. The result of this iterative adjustment of the spatial position of the surface elements is the final spatial position of each surface element, the final direction of the normal to each element, and the final radius of curvature of each element and a set of surrounding elements. When the error function satisfies a predetermined criterion, for example, when the error function is less than a predetermined value, the final position, the normal, and the radius of curvature are output, for example, stored in the memory.
圖12及圖13自兩個不同透視圖展示使用以上技術創造之反射表面。圖14及圖15再次自兩個透視圖展示圖12及圖13之反射表面的另一改進之型式。如可自此等圖看出,反射光學表面之組態相當複雜且與藉由其他光學設計技術創造之球面或非球面具有極少相似之處。可將個別表面元件一起樣條化以創造平滑連續表面,或可計算許多表面元件使得表面在細粒度等級下變得平滑。Figures 12 and 13 show reflective surfaces created using the above techniques from two different perspective views. Figures 14 and 15 again show another modified version of the reflective surface of Figures 12 and 13 from two perspective views. As can be seen from these figures, the configuration of the reflective optical surface is quite complex and has little resemblance to a spherical or aspheric surface created by other optical design techniques. Individual surface elements can be splined together to create a smooth continuous surface, or many surface elements can be calculated such that the surface becomes smooth at fine grain scales.
根據本文中揭示之方法設計之反射光學表面的應用陳述於以名稱G. Harrison、D. Smith及G. Wiese而與本專利同時申請、分別題為「Head-Mounted Display Apparatus Employing One or More Reflective Optical Surfaces」及「Head-Mounted Display Apparatus Employing One or More Fresnel Lenses」且分別由代理人案號IS-00267及IS-00307識別的共同讓渡且同在申請中之美國專利申請案第13/211,372號及第13/211,365號中,該兩個申請案之內容被以引用的方式併入本文中。The use of reflective optical surfaces designed in accordance with the methods disclosed herein is set forth at the same time as the name of G. Harrison, D. Smith and G. Wiese, respectively, entitled "Head-Mounted Display Apparatus Employing One or More Reflective Optical". United States Patent Application No. 13/211,372, entitled "Head-Mounted Display Apparatus Employing One or More Fresnel Lenses" and identified by the agent number IS-00267 and IS-00307, respectively. And the contents of the two applications are incorporated herein by reference.
以上論述之數學技術(包括圖10及圖11之流程圖)可在現在已知或隨後開發之各種程式設計環境中及/或以現在已知或隨後開發之各種程式設計語言來編碼。當前較佳之程式設計環境為在Eclipse Programmer之介面中執行的Java語言。亦可視需要使用諸如Microsoft Visual C#之其他程式設計環境。亦可使用由PTC(Needham,Massachusetts)市場銷售之Mathcad平台及/或來自MathWorks,Inc.,(Natick,Massachusetts)之Matlab平台執行計算。所得程式可儲存於硬碟機、記憶卡、CD或類似器件上。可使用可購自多個供應商(例如,DELL、HP、TOSHIBA等)之典型桌上型計算設備執行該等程序。或者,可視需要使用包括「雲端」計算之更強大的計算設備。The mathematical techniques discussed above (including the flowcharts of Figures 10 and 11) can be encoded in various programming environments now known or subsequently developed and/or in various programming languages now known or subsequently developed. The current preferred programming environment is the Java language implemented in the Eclipse Programmer interface. Other programming environments such as Microsoft Visual C# can also be used as needed. Calculations can also be performed using the Mathcad platform marketed by PTC (Needham, Mass.) and/or the Matlab platform from MathWorks, Inc., (Natick, Massachusetts). The resulting program can be stored on a hard drive, memory card, CD or similar device. Such programs can be executed using typical desktop computing devices available from multiple vendors (eg, DELL, HP, TOSHIBA, etc.). Alternatively, use a more powerful computing device that includes "cloud" computing as needed.
一旦經設計,即可使用現在已知或隨後開發的多種技術及多種材料生產(例如,大量製造)本文中揭示之反射光學表面。舉例而言,該等表面可由已金屬化以具有合適反射性之塑膠材料製成。亦可使用拋光之塑膠或玻璃材料。對於「擴增實境」應用,可自具有內嵌小反射器之透射性材料建構反射光學表面,因此反射入射波前之部分,同時允許光透射穿過該材料。Once designed, the reflective optical surfaces disclosed herein can be produced (eg, mass produced) using a variety of techniques and materials that are now known or subsequently developed. For example, the surfaces can be made of a plastic material that has been metallized to have suitable reflectivity. Polished plastic or glass materials can also be used. For "Actual Reality" applications, the reflective optical surface can be constructed from a transmissive material having a small embedded reflector, thereby reflecting the portion of the incident wavefront while allowing light to pass through the material.
對於原型零件,丙烯酸塑膠(例如,膠質玻璃)可供正藉由金剛石車削形成之零件使用。對於生產零件,丙烯酸或聚碳酸酯可(例如)供正藉由(例如)射出模製技術形成之零件使用。反射光學表面可描述為詳細的電腦輔助製圖(CAD)描述或描述為非均勻有理B樣條NURBS表面(其可轉換成CAD描述)。具有CAD檔案可允許使用3D印刷來製造器件,在該情況下,CAD描述直接產生3D物件而無需機械加工。For prototype parts, acrylic plastic (for example, colloidal glass) can be used for parts that are being formed by diamond turning. For producing parts, acrylic or polycarbonate can be used, for example, for parts that are being formed by, for example, injection molding techniques. The reflective optical surface can be described as a detailed computer-aided drawing (CAD) description or as a non-uniform rational B-spline NURBS surface (which can be converted into a CAD description). Having a CAD file allows the device to be fabricated using 3D printing, in which case the CAD description directly produces 3D objects without machining.
一般熟習此項技術者自前述揭示內容將顯而易見不脫離本發明之範疇及精神的多種修改。舉例而言,雖然向使用者提供大視野(例如,大於或等於100°,或大於或等於150°,或大於或等於200°之視野)之反射光學表面構成本發明之有利實施例,但亦可使用本文中揭示之方法及系統來創造具有較小視野之反射表面。Many modifications of the scope and spirit of the invention will be apparent to those skilled in the <RTIgt; For example, while providing a reflective optical surface that provides a user with a large field of view (eg, greater than or equal to 100°, or greater than or equal to 150°, or greater than or equal to 200°) constitutes an advantageous embodiment of the present invention, The methods and systems disclosed herein can be used to create reflective surfaces with smaller fields of view.
類似地,雖然已針對自顯示器發射之光在其到達反射表面之前尚未經準直之系統來說明本發明,但其同樣地可適用於已經部分或完全準直(例如,藉由位於顯示器與反射表面之間的光學元件)之光。在此等情況下,將調整核心表面元件之曲率半徑以考量入射於該等元件上之光之準直。Similarly, although the invention has been described in terms of a system in which light emitted from a display has not been collimated before it reaches the reflective surface, it is equally applicable to partial or complete collimation (eg, by being located on a display and reflective surface) The light between the optical components). In such cases, the radius of curvature of the core surface elements will be adjusted to account for the collimation of light incident on the elements.
以下申請專利範圍意欲涵蓋本文中陳述之特定實施例之此等及其他修改、變化及等效物。The following claims are intended to cover such and other modifications, variations and equivalents
11...顯示器/顯示表面11. . . Display/display surface
13...自由空間反射光學表面13. . . Free space reflective optical surface
15...標稱使用者之眼睛15. . . Nominal user's eye
17...標稱使用者之眼睛之旋轉中心17. . . The center of rotation of the nominal user's eye
19...來自顯示器之光19. . . Light from the display
21...影像twenty one. . . image
23...表面元件twenty three. . . Surface component
25...顯示物件25. . . Display object
27...圓/球體27. . . Circle/sphere
31...額外線31. . . Extra line
33...圓33. . . circle
35...線35. . . line
37...線37. . . line
39...光線39. . . Light
41...光線41. . . Light
43...圓之中心43. . . Center of the circle
45...線45. . . line
47...法線47. . . Normal
A1...點A1. . . point
A2...點A2. . . point
P...線段P. . . Line segment
Q1...點Q1. . . point
Q2...點Q2. . . point
R...線段R. . . Line segment
S...點光源S. . . point Light
V...檢視點V. . . View point
圖1為展示HMD之基本組件(亦即,顯示器、反射表面及使用者之眼睛)之示意圖。Figure 1 is a schematic diagram showing the basic components of the HMD (i.e., the display, the reflective surface, and the eyes of the user).
圖2為展示物件(顯示器)之虛擬影像藉由反射表面之形成及判定虛擬影像之位置及大小的示意圖。2 is a schematic diagram showing the formation of a virtual image of an object (display) by the formation of a reflective surface and determining the position and size of the virtual image.
圖3為說明核心表面元件及其相鄰表面元件之示意圖。Figure 3 is a schematic diagram illustrating core surface elements and their adjacent surface elements.
圖4為說明表面元件之位置之誤差的計算及表面元件之移動方向以減小誤差之示意圖。Fig. 4 is a view for explaining the calculation of the error of the position of the surface element and the moving direction of the surface element to reduce the error.
圖5為說明可基於optPoint/虛擬像素/曲率半徑/sp/sr集合以遞增方式移動表面元件之方式的示意圖。Figure 5 is a schematic diagram illustrating the manner in which surface elements can be moved incrementally based on the optPoint / virtual pixel / radius of curvature / s p / s r set.
圖6為展示一拐角表面元件之示意圖。Figure 6 is a schematic view showing a corner surface element.
圖7為說明針對圓形反射器之在光源S與檢視器V之間的兩個光徑之示意圖。Figure 7 is a schematic diagram showing two optical paths between a source S and a viewer V for a circular reflector.
圖8為說明針對具有不沿著球體之半徑鋪置之法線的平坦表面之在光源S與檢視器V之間的單一光徑之示意圖。Figure 8 is a schematic diagram illustrating a single optical path between source S and viewer V for a flat surface having a normal that is not laid along the radius of the sphere.
圖9為展示圖8之在S與V之間的光徑長度之一階導數僅具有一個零(指示光徑穩定性之點)之曲線圖。Figure 9 is a graph showing that the first derivative of the optical path length between S and V of Fig. 8 has only one zero (point indicating the stability of the optical path).
圖10為說明本發明之一實施例之流程圖。Figure 10 is a flow chart illustrating an embodiment of the present invention.
圖11為說明本發明之另一實施例之流程圖。Figure 11 is a flow chart illustrating another embodiment of the present invention.
圖12及圖13自兩個透視圖說明使用本文中揭示之方法及系統設計之反射光學表面。Figures 12 and 13 illustrate reflective optical surfaces designed using the methods and systems disclosed herein from two perspective views.
圖14及圖15自兩個透視圖說明使用本文中揭示之方法及系統設計之另一反射光學表面。Figures 14 and 15 illustrate, from two perspective views, another reflective optical surface designed using the methods and systems disclosed herein.
(無元件符號說明)(no component symbol description)
Claims (23)
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
TW100148681A TWI537598B (en) | 2011-12-26 | 2011-12-26 | Computer一based method for designing a free space reflective optical surface for used in a head一mounted dlsplay,computer program for performing said computer一based method,and computer system programmed to perform said method |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
TW100148681A TWI537598B (en) | 2011-12-26 | 2011-12-26 | Computer一based method for designing a free space reflective optical surface for used in a head一mounted dlsplay,computer program for performing said computer一based method,and computer system programmed to perform said method |
Publications (2)
Publication Number | Publication Date |
---|---|
TW201326894A true TW201326894A (en) | 2013-07-01 |
TWI537598B TWI537598B (en) | 2016-06-11 |
Family
ID=49224985
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
TW100148681A TWI537598B (en) | 2011-12-26 | 2011-12-26 | Computer一based method for designing a free space reflective optical surface for used in a head一mounted dlsplay,computer program for performing said computer一based method,and computer system programmed to perform said method |
Country Status (1)
Country | Link |
---|---|
TW (1) | TWI537598B (en) |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
TWI647422B (en) * | 2016-09-21 | 2019-01-11 | 宏達國際電子股份有限公司 | Control method and optical tracking system |
-
2011
- 2011-12-26 TW TW100148681A patent/TWI537598B/en not_active IP Right Cessation
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
TWI647422B (en) * | 2016-09-21 | 2019-01-11 | 宏達國際電子股份有限公司 | Control method and optical tracking system |
US10530972B2 (en) | 2016-09-21 | 2020-01-07 | Htc Corporation | Control method for optical tracking system |
US11714162B2 (en) | 2016-09-21 | 2023-08-01 | Htc Corporation | Control method for optical tracking system |
Also Published As
Publication number | Publication date |
---|---|
TWI537598B (en) | 2016-06-11 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US8781794B2 (en) | Methods and systems for creating free space reflective optical surfaces | |
JP6262530B2 (en) | Head mounted display device using one or more reflective optical surfaces | |
JP6246588B2 (en) | Head mounted display device using one or more Fresnel lenses | |
CN103261943B (en) | Adopt the head-mounted display apparatus of one or more Fresnel Lenses | |
KR101883221B1 (en) | Collimating display with pixel lenses | |
TWI553344B (en) | Head-mounted display apparatus employing one or more fresnel lenses | |
KR101928764B1 (en) | Head-mounted display apparatus employing one or more reflective optical surfaces | |
US11119334B2 (en) | Curved display of content in mixed reality | |
TWI559034B (en) | Head-mounted display apparatus employing one or more reflective optical surfaces | |
US9638836B1 (en) | Lenses having astigmatism correcting inside reflective surface | |
Loos et al. | Using wavefront tracing for the visualization and optimization of progressive lenses | |
CA2815452C (en) | Methods and systems for creating free space reflective optical surfaces | |
JP6348953B2 (en) | Method and system for generating a free space reflective optical surface | |
TWI537598B (en) | Computer一based method for designing a free space reflective optical surface for used in a head一mounted dlsplay,computer program for performing said computer一based method,and computer system programmed to perform said method | |
CN101667136A (en) | Star map simulation method based on forward ray tracking technology | |
AU2011319480C1 (en) | Methods and systems for creating free space reflective optical surfaces | |
Dahlmanns et al. | Simulation and design of a Fresnelized freeform optic for a head-up display | |
AU2015249168B2 (en) | Collimating display with pixel lenses |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
MM4A | Annulment or lapse of patent due to non-payment of fees |